following tut, bs happend.
gdnative decided to hardcode the directories of is includes to godot_cpp for the directory of the fucking git repo.
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[submodule "Engine/gd"]
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path = Engine/gd
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url = https://github.com/godotengine/godot
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[submodule "Engine/gdnative_cpp"]
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path = Engine/gdnative_cpp
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url = https://github.com/godotengine/godot-cpp
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3
Editor/main.tscn
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Editor/main.tscn
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[gd_scene format=3 uid="uid://bqqewt05ne1ad"]
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[node name="main" type="Node"]
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Subproject commit 95a2303e37fd28b20c2e53f82e867f5a08e1af53
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BIN
Source/.sconsign.dblite
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Source/.sconsign.dblite
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118
Source/SConstruct
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Source/SConstruct
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#!python
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import os
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opts = Variables([], ARGUMENTS)
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# Gets the standard flags CC, CCX, etc.
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env = DefaultEnvironment()
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ProjPath = os.path.abspath("../");
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print("Project Path: " + ProjPath);
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# Define our options
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opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
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opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'x11', 'linux', 'osx']))
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opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
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opts.Add(PathVariable('target_path', 'The path where the lib is installed.', ProjPath + '/Engine/gdnative_cpp/bin'))
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opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
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# Local dependency paths, adapt them to your setup
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godot_headers_path = ProjPath + "/Engine/gdnative_cpp/godot-headers/"
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cpp_bindings_path = ProjPath + "/Engine/gdnative_cpp/"
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cpp_library = "libgodot-cpp"
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# only support 64 at this time..
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bits = 64
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# Updates the environment with the option variables.
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opts.Update(env)
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# Process some arguments
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if env['use_llvm']:
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env['CC'] = 'clang'
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env['CXX'] = 'clang++'
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if env['p'] != '':
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env['platform'] = env['p']
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if env['platform'] == '':
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print("No valid target platform selected.")
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quit();
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# For the reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# Check our platform specifics
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if env['platform'] == "osx":
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env['target_path'] += 'osx/'
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cpp_library += '.osx'
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env.Append(CCFLAGS=['-arch', 'x86_64'])
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env.Append(CXXFLAGS=['-std=c++17'])
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env.Append(LINKFLAGS=['-arch', 'x86_64'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g', '-O2'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] in ('x11', 'linux'):
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env['target_path'] += 'x11/'
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cpp_library += '.linux'
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env.Append(CCFLAGS=['-fPIC'])
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env.Append(CXXFLAGS=['-std=c++17'])
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if env['target'] in ('debug', 'd'):
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env.Append(CCFLAGS=['-g3', '-Og'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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elif env['platform'] == "windows":
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env['target_path'] += 'win64/'
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cpp_library += '.windows'
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# This makes sure to keep the session environment variables on windows,
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
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env.Append(CCFLAGS=['-W3', '-GR'])
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env.Append(CXXFLAGS='/std:c++17')
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if env['target'] in ('debug', 'd'):
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env.Append(CPPDEFINES=['_DEBUG'])
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env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
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env.Append(LINKFLAGS=['-DEBUG'])
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else:
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env.Append(CPPDEFINES=['NDEBUG'])
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env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
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if env['target'] in ('debug', 'd'):
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cpp_library += '.debug'
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else:
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cpp_library += '.release'
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cpp_library += '.' + str(bits)
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
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env.Append(LIBS=[cpp_library])
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GDNative_Src = ProjPath + '/Engine/gdnative_cpp/src/*.cpp'
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Src = ProjPath + "/Source/*.cpp"
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=[GDNative_Src])
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env.Append(CPPPATH=[Src])
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sources = Glob(GDNative_Src, Src)
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print(sources);
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library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
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Default(library)
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# Generates help for the -h scons option.
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Help(opts.GenerateHelpText(env))
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37
Source/gdexample.cpp
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Source/gdexample.cpp
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#include "gdexample.h"
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namespace godot {
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#pragma region GodotRT
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void GDExample::_register_methods()
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{
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register_method("_process", &GDExample::_process);
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}
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void GDExample::_init()
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{
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time_passed = 0.f;
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}
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void GDExample::_process(float delta)
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{
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time_passed += delta;
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Vector2
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newPos = Vector2(
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10.0 + (10.0 * sin(time_passed * 2.0)),
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10.0 + (10.0 * cos(time_passed * 1.5))
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);
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set_position(newPos);
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}
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#pragma endregion GodotRT
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GDExample::GDExample()
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{}
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GDExample::~GDExample()
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{}
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}
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Source/gdexample.h
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Source/gdexample.h
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#pragma once
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#include <Godot.hpp>
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#include <Sprite.hpp>
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namespace godot {
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class GDExample : public Sprite
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{
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GODOT_CLASS(GDExample, Sprite)
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public:
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#pragma region Data
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float time_passed;
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#pragma endregion Data
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#pragma region GodotRT
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static void _register_methods();
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void _init();
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void _process(float delta);
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#pragma endregion GodotRT
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GDExample();
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~GDExample();
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};
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}
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Source/gdlibrary.h
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Source/gdlibrary.h
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#include "gdexample.h"
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#define gd_export(Type_) \
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extern "C" Type_ GDN_Export
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gd_export(void)
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godot_gdnative_init(godot_gdnative_init_options* o)
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{
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godot::Godot::gdnative_init(o);
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}
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gd_export(void)
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godot_gdnative_terminate(godot_gdnative_terminate_options* o)
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{
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godot:Godot::gdnative_terminate(o);
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}
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gd_export(void)
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godot_nativescript_init(void* handle)
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{
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godot::Godot::nativescript_init(handle);
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godot::register_class<godot::GDExample>();
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}
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Source/vc140.idb
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Source/vc140.idb
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Source/vc140.pdb
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Source/vc140.pdb
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